CERT AI MOD V.30 (03/27/09)
#76

What's wrong with the in game VIC formation...?
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#77

certificate Wrote:What's wrong with the in game VIC formation...?

There is nothing wrong with the in game VIC per se. The only problem is that the Hurricane Mk. I is defaulted to the echelon right and it would be better if it was the VIC.

As for Japanese fighters they are defaulted to the finger four and this is probably good since 3 aircraft in a finger four look a lot like one of the three variations of the Japanese shotai formation, and the Japanese, eventually did start using the finger four.
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#78

Hurricane I aren't in Vic formation because they are included in game as Finish and Romanian planes. Finish didn't use the Vic
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#79

@ Cert

In 3.0 the
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#80

ojcar Wrote:Hurricane I aren't in Vic formation because they are included in game as Finish and Romanian planes. Finish didn't use the Vic

Good point.
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#81

[quote="Slikk"]@ Cert

In 3.0 the
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#82

[quote="Slikk"]@ Cert

In 3.0 the
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#83

Not trying to sound redundant, Strato...I guess I hadn't seen your post, lol.
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#84

I had a very interesting mission.

2 P-47D25's Normandy Map, Bombing a railyard at 9AM. My AI wingie and I.
Loadout of 2x 500 lb bombs and 8 in. rockets
1 Pesky BF 109G that materialized near the target

The enemy Ai surprised me by diving in front of me then tried to come up under the nose of my plane. I rolled my P-47 and we passed in a head on attack. No strikes in the initial pass, but the 109 circled around and performed the same manoeuvre from which I made contact that time around. I knocked out his engine and he ended up crashing some time later. I had what looked like a glycol leak and some starboard MG strikes. These were making my craft difficult to control.

Meanwhile, the Ai wingman went on and bombed the railyard through no further instruction from me, scoring a direct hit. I augured in and dropped my ordnance after dealing with the 109, and started limping back to base.

Not long later I realized I was losing alt and had better decide to go for broke or bail. I instructed my Ai wingman to RTB, then rolled over my smoking crate and bailed.

The Ai wingman instead of RTB'g, circled the area where I parachuted. I thought hey this'd be cool if he just went around a few times looking for his flight leader and went home. But after waiting for 10 minutes for that to happen, I escaped out of IL-2, concluding that he'd likely keep going around in circles until he ran out of fuel.

I hope this gives you some useful info.

~S~

Triad
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#85

andqui Wrote:this mod is fantastic, though I am having one issues.

1. Occasionally the AI fighter-bombers don't even hit the ground targets. I hear "target sighted, attacking, etc.", but they just keep flying to the next waypoint at altitude, ignoring the target. If they have bombs they drop them early. One mission I have found that this allways happens is the first mission of the "battleaxe- hurrican pilot" campaign, found in the mods section of mission4today. On that one, three Hurricanes are to strafe torpedo-boats. Upon reaching the ground attack waypoint, the ai flight leader turns away and heads for the next waypoint. It happens every time you fly the mission.

hopefully providing a repeatable example can help.

2. strafing pullout is too low, but this has allready been mentioned.

thanks


#1 has happened to me several times in several different missions. Anybody else having this issue?
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#86

andqui Wrote:
andqui Wrote:this mod is fantastic, though I am having one issues.

1. Occasionally the AI fighter-bombers don't even hit the ground targets. I hear "target sighted, attacking, etc.", but they just keep flying to the next waypoint at altitude, ignoring the target. If they have bombs they drop them early. One mission I have found that this allways happens is the first mission of the "battleaxe- hurrican pilot" campaign, found in the mods section of mission4today. On that one, three Hurricanes are to strafe torpedo-boats. Upon reaching the ground attack waypoint, the ai flight leader turns away and heads for the next waypoint. It happens every time you fly the mission.

hopefully providing a repeatable example can help.

2. strafing pullout is too low, but this has allready been mentioned.

thanks




#1 has happened to me several times in several different missions. Anybody else having this issue?

I built a mission where AI fighter-bombers were required to strafe some Japanese fishing boats, but when the planes reached the target waypoint they ignored the targets and proceeded to fly to the next WP. They never fired a shot. I never figured out why, but this occurred before I ever installed a single mod.
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#87

Posted by andqui:

"On that one, three Hurricanes are to strafe torpedo-boats. Upon reaching the ground attack waypoint, the ai flight leader turns away and heads for the next waypoint. It happens every time you fly the mission."

This has nothing to do with the AI MOD. AI do not strafe ships. This is a known issue. Also, certificate has never stated (as far as I know) that he fixed or even addressed this issue.

In this particular case, blame the person who made the mission.

Edit: The same goes for your last post, rockyalexander. AI planes will not strafe ships...modded or not.

Aviar
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#88

That explains it then.
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#89

V3.0! Gets better all the time, thank you.
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#90

Are you sure? I've seen planes strafe ships. I've seen B-25's strafe ships and once, I set up a kamikaze mission wrong with a Dinah and set it up wrong so it started strafing a battleship.

I don't think it happens every time over water. The most recent time it happened, four corsairs divebombed some ships, and the next attack waypoint was stuff on the beach nearby. They never started strafing the ground targets and proceeded to the next waypoint.
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